Weird camera behavior with RunService

I set up a function using the RenderStepped event to orient the camera in a top-down perspective, which relies on invisicam.

So the issue I’ve been having since a recent update is that the camera locks into place as expected, but when I drag around with RMB down, I start to notice parts becoming translucent as if there’s a second camera rotating around my subject.

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use RunService:BindToRenderStepped with Enum.RenderPriority.Camera.Value. There’s probably a second camera script running that you need to disable.

My camera doesn’t lock in place when using BindToRenderStep, and I don’t have any other camera scripts. I reproduced this in an empty baseplate using both methods and achieved the same results.

I’m 99% sure you have another camera script running. Did you disable the default one by inserting an object named “CameraScript” into StarterPlayerScripts?

That does fix the issue of the camera not locking, but disables invisicam.

Then take the module, you have two cameras running at the same time :neutral_face:
You can find it in StarterPlayer after running the game in studio:
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Got it, thank you.

So this is fixed? I changed how the camera scripts work a little bit, so let me know if you run into any more issues.

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